Battle system

ABSTRACT

Methods and apparatus for presenting information in a video game. In one implementation, an entertainment system includes: a game console; a display device connected to said game console; and a video game application program; wherein when said game console executes said video game application program, said game console causes said display device to display an information gauge; wherein said information gauge includes: an action bar having a start end and a goal end, and a plurality of character icons presented at respective points on the action bar, each character icon representing a respective character in the video game; wherein said character icons move along said action bar over time in the direction from said start end to said goal end; and wherein when a character icon reaches said goal end, the character corresponding to that character icon has an opportunity to perform an action in the video game.

BACKGROUND

In many video games played through game consoles, such as role-playinggames (RPG's), a user or player controls the actions of one or morecharacters in the game throughout various events and situations. Acommon game situation is a battle between the player's characters (orplayers') and enemy characters. The video game provides a battle systemfor presenting information to the player and controlling the charactersduring battle. In a typical battle system, the video game displays foreach character a corresponding bar that gradually fills over time. Whenthe bar is full, the corresponding character can take some action. Whenthe player is controlling several characters, keeping track of multipleaction bars can become confusing and frustrating for the player.Furthermore, keeping track of the enemy action bars at the same time canbe more confusing. As a result, coordinating the actions of characterscan be difficult.

SUMMARY

The present invention provides methods and apparatus for presentinginformation in a video game. In one implementation, an entertainmentsystem includes: a game console; a display device connected to said gameconsole; and a video game application program; wherein when said gameconsole executes said video game application program, said game consolecauses said display device to display an information gauge; wherein saidinformation gauge includes: an action bar having a start end and a goalend, and a plurality of character icons presented at respective pointson the action bar, each character icon representing a respectivecharacter in the video game; wherein said character icons move alongsaid action bar over time in the direction from said start end to saidgoal end; and wherein when a character icon reaches said goal end, thecharacter corresponding to that character icon has an opportunity toperform an action in the video game.

In another implementation, an information gauge in a video gameincludes: an action bar having a start end and a goal end; and aplurality of character icons presented at respective points on theaction bar, each character icon representing a respective character inthe video game; wherein said action bar and said character icons aregraphical elements displayed on a display device while the video game isbeing played, said character icons move along said action bar over timein the direction from said start end to said goal end, and when acharacter icon reaches said goal end, the character corresponding tothat character icon has an opportunity to perform an action in the videogame.

In another implementation, an information gauge in a video gameincludes: a bonus area; and a plurality of bonus icons presented in arow ending at said bonus area, each bonus icon representing a type ofbonus; wherein said bonus area and said bonus icons are graphicalelements displayed on a display device while the video game is beingplayed, said bonus icons move towards said bonus area over time andenter said bonus area one at a time, and when an event concludes, aplayer in the video game receives a bonus corresponding to a bonus iconcurrently in said bonus area.

In another implementation, a method of displaying information on adisplay device while executing a video game includes: displaying anaction bar having a start end and a goal end; displaying a plurality ofcharacter icons at said start end, each character icon representing arespective character in the video game; moving each character icon alongsaid action bar towards said goal end; and performing an action for acharacter in the video game when the character icon corresponding tothat character reaches said goal end.

In another implementation, a method of displaying information on adisplay device while executing a video game includes: displaying a bonusarea; displaying a plurality of bonus icons in a row ending at saidbonus area, each bonus icon representing a type of bonus; moving saidbonus icons towards said bonus area so that said bonus icons enter saidbonus area one at a time; and providing a player in the video game abonus corresponding to a bonus icon currently in said bonus area when anevent concludes.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 shows one implementation of an entertainment system including agame console connected to a display device.

FIG. 2 shows a representation of one implementation of a screen imagepresented in a video game by a game console executing a video gameprogram supporting an information gauge.

FIG. 3 shows a representation of one implementation of an informationgauge.

FIG. 4 shows a representation of one implementation of an informationgauge that includes only a character section.

FIG. 5 shows a representation of one implementation of an informationgauge that includes only a bonus section.

FIG. 6 shows a flowchart of one implementation of displaying characteraction information using an information gauge.

FIG. 7 shows a flowchart of one implementation of displaying bonusinformation using an information gauge.

DETAILED DESCRIPTION

The present invention provides methods and apparatus for presentinginformation in a video game. In one implementation, a video gameexecuting as a software application on a video game console provides abattle system including an information gauge. The video game presentsthe information gauge on the screen during a battle in the game. Theinformation gauge provides information for multiple characters on asingle bar using multiple icons. Each character is represented by arespective icon. The icons are initially placed at one end of the gauge.As time progresses, the icons move along the gauge. When an icon reachesthe end of the gauge, the corresponding character can act in the game.

Several illustrative examples in one implementation are presented below.These examples are not exhaustive and additional examples and variationsare also described later.

In one example, an RPG video game is implemented as a software programstored on removable media inserted into a game console, such as aPlayStation2™ offered by Sony Computer Entertainment Inc. The gameconsole executes the RPG software so that a user (or users) of theconsole can play the RPG using a game controller of the console andviewing the game through a connected display (e.g., a television).

In the RPG, the player (or each player) controls one or a group ofcharacters. The RPG provides a battle system using a global activegauge. When the player's characters begin a battle with enemycomputer-controlled characters, the RPG presents a battle screen showingthe player and enemy characters in a location in the game. The RPG alsopresents a global active gauge as an information gauge in the battlescreen. The RPG presents the global active gauge in one corner of thedisplay screen, as an overlay on the depicted scene. The global activegauge includes two sections: a character section and a bonus section.The character section provides information on when the characters in thebattle will act. The bonus section provides information on which bonusesare available and the timing of bonuses in the current battle.

The character section includes a horizontal bar. One end of the bar isthe “start” and the other end is the “goal”. The bar is tapered so thatthe goal end is wider than the start end. Color coding can also be usedto differentiate the start from the goal (e.g., gradually lighteningcolor in the bar from the start to the goal end). The bar includesregular demarcations, such as at one-quarter, one-half, andthree-quarters.

The RPG presents an icon in the character section for each character inthe battle. The position of an icon indicates when the correspondingcharacter can act. For each character, the RPG places an icon below thebar at the start end with a corresponding indicator above the icon inthe bar, such as an arrow or line (for increased detail in relativeposition). As time progresses in the battle, the icons and indicatorsfor the characters move along the bar towards the goal end. When an iconreaches the goal end of the bar, the RPG allows the player to select anaction for the corresponding character (or the RPG selects an action fora computer-controlled character) and causes the selected action to beperformed (requesting additional information as appropriate, such as atarget).

The icons for different characters move at respective rates depending onthe speed of the characters. For example, a “fast” character that canact quickly or often has an icon that moves along the bar more rapidlythan the icon for a slower character. Certain events in the game oractions taken by characters can cause the rates of movement or positionof icons to change. For example, some actions may be determined to takelonger than others. In that case, when a character has performed a shortor quick action, the RPG positions the icon for the character fartheralong the bar rather than placing the icon back at the start end, sothat the character can take another action more quickly. In anotherexample, negative effects applied to a character, such as a “slow” or“stop” effect, can cause the movement of the character's icon to change(e.g., temporarily stop advancing). In another implementation, theplayer (or computer) selects an action (or type of action) for acharacter first and then the RPG controls the positioning and movementof the character's icon accordingly (e.g., selecting a slow actioncauses the icon to move more slowly). When the icon reaches the goal endof the bar, the RPG causes the selected action to be performed(requesting additional information as appropriate, such as a target).

The bonus section includes a bonus circle above the character section.At the start of the battle the RPG places a series of bonus icons in ahorizontal row leading to the bonus circle and above the bar of thecharacter section. Each bonus icon represents a bonus that the playercan receive if the enemy characters are defeated quickly enough, such asmoney, items, weapons, and so on. As time progresses the bonus iconsmove towards the bonus circle. The bonus icons move at different ratesdepending on the type of battle, moving more slowly for more importantor difficult battles (e.g., “boss” battles). When a bonus icon entersthe bonus circle, the bonus icon remains in the bonus circle until thenext bonus icon reaches the bonus circle. When the next bonus iconreaches the bonus circle, the bonus icon changes to the newly arrivedbonus icon and the previous bonus icon is lost. When the battle ends, ifthe player characters have won, the player receives a bonus for eachbonus icon remaining in the bonus section. In another implementation,the player receives a single bonus corresponding to the bonus icon inthe bonus circle. The earlier bonus icons correspond to bonuses that aregenerally better or more desirable than the later bonus icons so thatthe player has an incentive to finish the battle quickly to receivebetter bonuses.

Using the character section, a player can advantageously plan strategyfor how to handle enemy characters. For example, the player can planwhich enemy to attack and how (e.g., using special items or abilities,or timing the use of a “charge” attack that may require a longerpreparation time). The icons in the character section show the relativetiming of upcoming actions, with characters that will act sooner showncloser to the goal end of the bar. Accordingly, a player can determinewhich enemy will act next and also approximately how long before anothercharacter will act. By placing the icons for the characters in onegauge, it is easy for a player to quickly see and plan the timing ofactions.

Using the bonus section, a player can advantageously plan actionsaccording to what bonuses are shown. By seeing what bonuses remain, theplayer can decide whether to finish the battle quickly or slowly, and sowhether to use an aggressive or conservative strategy (e.g., taking morerisks, or conserving resources).

Using the two sections together, a player can create a strategy thatachieves both goals of defeating the enemy characters and obtaining thedesired bonuses. Each of the sections independently or in conjunctioncan enhance the player's enjoyment of the game experience and so providea better entertainment product.

FIG. 1 shows one implementation of an entertainment system 100 includinga game console 102, such as a PlayStation2™, connected to a displaydevice 104, such as a television. The game console 102 is a computingdevice that executes software application programs and causes images tobe displayed on the display device 104 by providing video signals to thedisplay device 104. The console 102 can also present audio by providingaudio signals to the display device 104 or to an audio system (notshown).

The game console 102 includes a game controller 106, a media reader 108,and a memory port 110. The controller 106 accepts user input andcommands, such as joystick and button manipulations. The media reader108 accepts an article of removable media 112 (e.g., a CD-ROM, DVD, orother optical disc) storing information (e.g., data, executableapplication programs, or media), and reads the stored information. Theconsole 102 uses the retrieved information. The memory port 110 acceptsa removable memory device 114 storing data, such as a flash memory card.Through the memory port 110, the console 102 retrieves data from thememory device 114 and stores data to the memory device 114.

In one example of use, the game console 102 reads a video gameapplication program from an optical disc 112 inserted into the mediareader 108 and reads stored data from a memory card 114 inserted intothe memory port 110. The game console 102 executes the game program andpresents the corresponding video game through the connected television104. The game console 102 generates video data and corresponding videosignals to present screen images to a player through the connecteddisplay device 104. When the game console 102 executes a video gameprogram providing an information gauge, the game console 102 causes thedisplay device 104 to display a screen image including an informationgauge at appropriate times. The game console 102 accepts user input andcommands from a player through the game controller 106 and executes thegame program accordingly.

In another implementation, the game console includes or is connected toa network adapter. The network adapter is connected to a network, suchas the Internet (e.g., through a broadband modem such as a cable modem).The game console downloads and stores data through the network adapter.The game console includes data storage, such as a hard disk, and storesthe downloaded data in the data storage. In one example of use, the gameconsole downloads a video game application program from a servercomputer through the Internet. The game console reads the video gameapplication program from the data storage and executes the game programand presents the corresponding video game through a connectedtelevision.

FIG. 2 shows a representation of one implementation of a screen image202 presented in a video game by a game console executing a video gameprogram supporting an information gauge, such as in the entertainmentsystem 100 shown in FIG. 1. The screen image 202 is presented during abattle event in the video game and includes an information gauge 204, acommand interface 206, a status interface 208, two player characters210, and three enemy characters 212. The information gauge 204 presentsa graphical representation of when characters in the battle will act andwhat bonuses are available. The command interface 206 shows availablecommands and provides selection of commands by the player. The statusinterface 208 shows status information for characters in the battleevent (e.g., health, abilities, magic power, and so on). The playercharacters 210 and enemy characters 212 represent the characters in thebattle event and are animated according to events and actions that occurin the battle.

FIG. 3 shows a representation of one implementation of an informationgauge 300, such as for the information gauge shown in FIG. 2. Theinformation gauge 300 is generated by a game console for display on adisplay device using data for a battle occurring in a video gameexecuting on the game console. The information gauge 300 presentsinformation regarding the battle in the video game so that a player (orplayers in a multi-player game) can easily see time-related informationin a unified interface. In one implementation, the information gauge 300implements a version of the global active gauge described above. Theinformation gauge 300 includes a character section 302 and a bonussection 304.

The character section 302 includes an action bar 306. The action bar 306has a start end 308 and a goal end 310. The action bar 306 includesregular demarcations, shown as dashed lines in FIG. 3. The game consoleplaces player character icons 312 and enemy character icons 314 belowthe action bar 306. The position of an icon along the action bar 306indicates the current relative order of action for- the charactercorresponding to the icon. The game console presents the playercharacter icons 312 differently from the enemy character icons 314 todifferentiate the two types of icons. Player character icons 312 arepositioned higher than and on top of enemy character icons 314 to helpdistinguish the player character icons 312. Each character icon includesa small image representing the character, such as a thumbnail portrait.In another implementation, the character icons are labeled with symbolsor text or are color-coded to indicate the corresponding character(e.g., labeled with the name of the character) or type of character(e.g., player character icons are blue and enemy character icons arered). In one implementation, the game console changes the charactericons according to events that occur in battle, such as shading an icongreen when the corresponding character has been poisoned.

For each of the character icons, the game console also places a playerbar indicator 316 or enemy bar indicator 318 on top of the action bar306 at a position corresponding to the character icon to help toindicate in more detail the relative positions of the character icons.The bar indicators are also different for player characters and enemycharacters. The player bar indicators 316 point downward and the enemybar indicators 318 point upwards to distinguish the indicators. The barindicators are also color-coded (e.g., blue for player characters andred for enemy characters). In another implementation, the bar indicatorsare left out. In another implementation, the character icons are leftout and only the bar indicators are provided.

Initially, at the beginning of a battle, the game console placescharacter icons at the start end 308. Under special circumstances thegame console places character icons closer along the action bar 306 tothe goal end 310, such as in an ambush where some characters are allowedto act earlier than others. As time progresses in the battle, the gameconsole causes the character icons to move along the action bar 306toward the goal end 310. In one implementation, the game console movesthe character icons at respective rates according to the attributes ofthe corresponding characters (e.g., faster characters can act more oftenand so their character icons move more quickly toward the goal). When acharacter icon reaches the goal end 310, the corresponding character hasthe opportunity to act. For a player character, the game consolerequests an action selection from the player, such as through a commandinterface. For an enemy character (controlled by the game console), thegame console selects an action. Example of actions include, but are notlimited to: attack, defend, pass, use magic, use an ability, use anitem, talk, and run. A player can elect to wait to select an action.While a player is waiting, the character icon remains at the goal end310 of the action bar 306. For example, a player may want two charactersto act at the same time or in a specific order. By viewing where thecharacter icons are on the action bar 306, the player can see whencharacters will be able to act.

In one implementation, the game console highlights character icons asthe characters are selected. The game console highlights (e.g., changescolor, brightens, changes size, or causes to blink) the character iconfor a currently selected character (e.g., for the player character thatthe player is currently controlling). Similarly, the game consolehighlights the character icon for a character selected as a target foran action. For example, when a player selects an enemy character toattack, the enemy character icon 314 corresponding to the selected enemycharacter is highlighted. This visual indication of a selected target inthe information gauge 300 shows the selected target in a time contextand helps a player to determine which enemy to attack (e.g., to attackthe enemy that will act next) or which player character to aid (e.g.,heal damage).

In one implementation, a player can select a “charge” attack or action.When the charge attack is first selected a charge period begins and thecharge attack builds power (while charging, the character icon remainsat the goal end 310 of the action bar 306). When the player instructsthe character to attack, the character executes the charge attack andthe power of the attack is based on how long the charge periodcontinued. By observing the position of an enemy character icon on theaction bar 306, a player can time how long to continue the chargeperiod. For example, a player can begin the charge period and wait untiljust before the enemy character icon reaches the goal end 310 of theaction bar 306 to release the charge attack.

The bonus section 304 includes a bonus area 320. The bonus area 320 ispositioned above the action bar 306 near the start end 308. The gameconsole positions one or more bonus icons 322 in a row above the actionbar 306. A bonus icon 322 represents a bonus that a player can receiveat the end of the battle event. Each bonus icon 322 includes a smallimage representing the type of corresponding bonus (e.g., a coin formoney). In another implementation, the bonus icons are labeled withsymbols or text or are color-coded to indicate the corresponding bonus.

Initially, at the beginning of a battle, the game console places one ormore bonus icons 322 above the action bar 306 in a row leading to thebonus area 320. The game console selects the bonus icons 322 to displaybased on the enemy characters in the battle. In another implementation,the game console uses other factors (such as time or location) to selectbonus icons, pseudo-randomly'selects bonus icons, or always uses thesame bonus icons. As time progresses in the battle, the game consolecauses the bonus icons 322 to move along the action bar 306 toward thebonus area 320. The bonus icons move in the opposite direction from thatof the character icons (e.g., the bonus icons move right to left and thecharacter icons move left to right). The game console moves the bonusicons 322 at a rate depending on the circumstances of the battle event,such as moving bonus icons more slowly for an important or difficultbattle. When a bonus icon 322 reaches the bonus area 320, the gameconsole causes the bonus area 320 to display a symbol or imagerepresenting that bonus icon 322. When the next bonus icon 322 reachesthe bonus area 320, the game console updates the bonus area 320according to the newly arrived bonus icon 322. Under specialcircumstances, the game console adds new bonus icons 322 to the bonussection 304, such as when a character uses an appropriate specialability or magic.

When the battle ends and the player has won (e.g., a player character isstill active or alive after all the enemy characters are defeated), theplayer receives a bonus for the bonus icon in the bonus area 320(represented by the image shown on the bonus area 320) and for each ofthe bonus icons 322 that remain in the bonus section 304 (i.e., thebonus icons 322 that have not yet reached the bonus area 320). Theplayer does not receive a bonus for bonus icons 322 that reached thebonus area 320 and were replaced by a subsequently arriving bonus icon322. Accordingly, the more quickly the battle ends, the more bonuses theplayer will receive. For each bonus, the game console determines thespecific bonus according to the type of bonus icon and the circumstancesof the battle. For example, for a money bonus icon, the game consoledetermines a specific amount of money based on the difficulty of thedefeated enemy characters. In one implementation, the game consoleselects a specific bonus from a group of sub-types of bonusescorresponding to the bonus icon. For example, for a magic item bonusicon, the game console selects a type of magic item according to thetype of enemy character defeated or the location of the battle in thegame world, and then pseudo-randomly selects a specific item of thattype.

In another implementation, the player receives a single bonuscorresponding to the bonus icon 322 in the bonus area 320. In anotherimplementation, the bonus icons 322 move into the bonus area 320 andwhen a bonus icon 322 has fully entered the bonus area 320 the bonusicon 322 disappears and the bonus is lost. In this case, the playeragain receives bonuses for the bonus icons 322 still displayed in thebonus section 304 at the end of the battle.

By viewing which bonus icons 322 remain, the player can plan how toapproach a battle. If the player wants to obtain a particular bonus, theplayer can select actions to attempt to end the battle more quickly,such as by taking more aggressive or risky actions. On the other hand,if the player is less interested in receiving a bonus, the player canselect more conservative actions (e.g., conserving resources or avoidingrisks).

By coordinating the two sets of information presented in the informationgauge 300, the player can develop a strategy that meets the player'sgoals. In this way the player's enjoyment of the game experience can beenhanced.

In an alternative implementation, the character section and the bonussection are displayed separately as two different information gauges.Alternatively, only one of the information gauges is used. FIG. 4 showsa representation of one implementation of an information gauge 400 thatincludes only a character section 402. FIG. 5 shows a representation ofone implementation of an information gauge that includes only a bonussection 504.

FIG. 6 shows a flowchart 600 of one implementation of displayingcharacter action information using an information gauge. Initially, agame console is executing a video game application program read fromremovable media inserted into the game console (such as in theentertainment system shown in FIG. 1). The game console causes aconnected display device to display images reflecting the video game.The game console is also connected to a game controller for acceptinguser input and commands. In the course of executing the video gameprogram, the game console has determined that a battle is to occur inthe video game and initiates a battle sequence, displaying a battlescreen.

The game console displays an action bar, block 605. The game consolegenerates the video data and corresponding video signals to cause thedisplay device to display the action bar. The action bar has a start endand a goal end. In one implementation, the game console displays theaction bar shown in FIG. 3.

The game console displays character icons for the player characters andenemy characters in the battle, block 610. The game console places thecharacter icons at the start end of the action bar and displays (throughthe display device) the icons. Alternatively, one or more charactericons are placed farther along the action bar. In one implementation,the game console displays the character icons as shown in FIG. 3. Thebattle begins.

As time progresses in the battle, the game console moves the charactericons along the action bar toward the goal end of the action bar, block615. As described above, the game console moves the character icons atrespective rates according to the attributes of the correspondingcharacters (two or more of the rates can be the same). Alternatively,all the character icons move at the same rate.

The game console detects when a character icon has reached the goal endof the action bar, block 620. The game console uses position informationto detect the character icon reaching the goal end of the action bar.

The game console accepts a selection of an action to perform for thecharacter corresponding to the character icon that reached the goal end,block 625. For a user-controlled character, the game console requestsand accepts a selection through a graphical command interface and userinput through the game controller connected to the game console. For anenemy character or other computer-controlled character, the game consoleselects and accepts an action to perform.

The game console performs the selected action in the video game, block630. After performing the action and applying the effect of the action,the game console detects whether the battle is complete or not, block635. The battle ends when all of the enemy characters (or all of theplayer characters) are defeated.

If the battle is not complete, the game console repositions thecharacter icon, placing the character icon for the character back at thestart end of the action bar, block 640. In one implementation, the gameconsole places character icons back at the same position afterperforming actions. In another implementation, the game console placescharacter icons at different positions depending on circumstances in thebattle or the action the character has just completed. For example,after performing an easy or quick action (one that would require a shortamount of time), the game console places the character icon closer tothe goal end of the action bar so that the character does not wait aslong before being able to act again.

The game console continues to move character icons along the action bar,returning to block 615, and perform actions as described above until theend of the battle. In one implementation, when the battle is complete,the game console provides a bonus (or more) to the player based on abonus section of the information gauge.

FIG. 7 shows a flowchart 700 of one implementation of displaying bonusinformation using an information gauge. Initially, a game console isexecuting a video game application program read from removable mediainserted into the game console (such as in the entertainment systemshown in FIG. 1). The game console causes a connected display device todisplay images reflecting the video game. The game console is alsoconnected to a game controller for accepting user input and commands. Inthe course of executing the video game program, the game console hasdetermined that a battle is to occur in the video game and initiates abattle sequence, displaying a battle screen.

The game console displays a bonus area, block 705. The game consolegenerates the video data and corresponding video signals to cause thedisplay device to display the bonus area. The bonus area is a definedarea or location in the battle screen image (e.g., a circle or line). Inone implementation, the game console displays the bonus area above anaction bar, as shown in FIG. 3.

The game console displays bonus icons for bonuses available to theplayer in the battle, block 710. The game console places the bonus iconsin a row leading to the bonus area and displays (through the displaydevice) the icons. In one implementation, the game console displays thebonus icons as shown in FIG. 3. Each bonus icon represents a bonus ortype of bonus available to the player at the end of the battle andincludes an image reflecting the corresponding bonus (e.g., an image ofa coin for a money bonus). The game console selects which bonus icons todisplay and the order as described above (e.g., pseudo-randomly). Thebattle begins.

As time progresses in the battle, the game console moves the bonus iconsalong the action bar toward the bonus area, block 715. As describedabove, the game console moves the bonus icons into the bonus area one ata time, in “single file”.

The game console detects when one of the bonus icons reaches the bonusarea, block 720. The game console uses position information to detectthe bonus icon reaching the bonus area. Alternatively, the game consoleuses timing information to determine when one of the bonus icons hasreached the bonus area.

The game console removes the bonus icon that reached the bonus area,block 725. In one implementation, as a bonus icon enters the bonus area,the bonus area obscures the bonus icon (e.g., appears to be in front ofthe icon). When the icon has passed completely into the bonus area andso is no longer displayed, the game console has removed the bonus icon.In another implementation, the game console removes the bonus icon whenthe bonus icon initially contacts or partially enters the bonus area(e.g., using an animation). The game console displays an image (orsymbol or text) in the bonus area reflecting the bonus icon that hasjust entered (e.g., displaying the same image as that of the bonusicon). In another implementation, the bonus area does not change.

The game console detects whether the battle is complete or not, block730. The battle ends when all of the enemy characters (or all of theplayer characters) are defeated.

If the battle is not complete, the game console continues to move bonusicons along the action bar, returning to block 715, and perform actionsas described above until the end of the battle.

When the battle is complete and if the player has won, the game consoleawards the player a bonus (or multiple bonuses) based on the state ofthe bonus icons, block 735. The game console selects a bonus for each ofthe bonus icons that have not yet entered the bonus area and are stilldisplayed. In another implementation, the game console also selects abonus for the bonus icon that last entered the bonus area. In anotherimplementation, the game console selects a single bonus for the bonusicon that last entered the bonus area. As described above, the gameconsole selects a bonus for a bonus icon according to the type of bonusindicated by the bonus icon, such as pseudo-randomly selecting an amountof money for a money bonus icon or pseudo-randomly selecting aparticular item for an item bonus icon. In some implementations, thegame console uses additional factors to influence the selection of abonus, such as type of enemy defeated, point in the story of the game,location in the game, and so on. In another implementation, the bonusicons indicate a specific bonus, such as an amount of money, and thegame console awards the indicated bonus. After selecting the bonus (orbonuses), the game console awards the selected bonus(es) to the playerin the video game (e.g., adding the amount of money to the player'scharacter's bank account).

The various implementations of the invention are realized in electronichardware, computer software, or combinations of these technologies. Someimplementations include one or more computer programs executed by aprogrammable processor or computer. For example, referring to FIG. 1, inone implementation, the game console 102 includes one or moreprogrammable processors for executing application programs such as gamesoftware. In general, each computer includes one or more processors, oneor more data-storage components (e.g., volatile or non-volatile memorymodules and persistent optical and magnetic storage devices, such ashard and floppy disk drives, CD-ROM drives, and magnetic tape drives),one or more input devices (e.g., mice and keyboards), and one or moreoutput devices (e.g., display consoles and printers).

The computer programs include executable code that is usually stored ina persistent storage medium and then copied into memory at run-time. Theprocessor executes the code by retrieving program instructions frommemory in a prescribed order. When executing the program code, thecomputer receives data from the input and/or storage devices, performsoperations on the data, and then delivers the resulting data to theoutput and/or storage devices.

Various illustrative implementations of the present invention have beendescribed. However, one of ordinary skill in the art will see thatadditional implementations are also possible and within the scope of thepresent invention. For example, while the above description focuses onimplementations using an information gauge in a battle in a video game,the information gauge can be used in various circumstances during avideo game, such as minigames, races, or other time or sequence relatedevents. In addition, rather than video games, other computerapplications can also use an information gauge, such as meeting orproject planners (showing anticipated arrival times and activitycompletions). Accordingly, the present invention is not limited to onlythose implementations described above.

1. An information gauge in a video game, comprising: an action barhaving a start end and a goal end; and a plurality of character iconspresented at respective points on the action bar, each character iconrepresenting a respective character in the video game; wherein saidaction bar and said character icons are graphical elements displayed ona display device while the video game is being played, said charactericons move along said action bar over time in the direction from saidstart end to said goal end, and when a character icon reaches said goalend, the character corresponding to that character icon has anopportunity to perform an action in the video game.
 2. The informationgauge of claim 1, further comprising: a plurality of detail indicatorscorresponding to respective character icons showing where thecorresponding character icon is on said action bar.
 3. The informationgauge of claim 1, wherein: each character icon moves at a respectiverate.
 4. The information gauge of claim 1, further comprising: a bonusarea; and a plurality of bonus icons presented in a row ending at saidbonus area, each bonus icon representing a type of bonus; wherein saidbonus area and said bonus icons are graphical elements displayed on adisplay device while the video game is being played, said bonus iconsmove towards said bonus area over time and enter said bonus area one ata time, and when an event concludes, a player in the video game receivesa bonus corresponding to a bonus icon currently in said bonus area. 5.The information gauge of claim 4, wherein: said bonus area and saidbonus icons are presented above and substantially adjacent to saidaction bar.
 6. The information gauge of claim 4, wherein: said bonusicons and said character icons move in opposite directions.
 7. Theinformation gauge of claim 4, wherein: when said event concludes, aplayer in the video game also receives a bonus corresponding to eachbonus icon that has not yet reached said bonus area.
 8. The informationgauge of claim 4, wherein: said bonus icons move at a rate related tothe type of said event. 9.A information gauge in a video game,comprising: a bonus area; and a plurality of bonus icons presented in arow ending at said bonus area, each bonus icon representing a type ofbonus; wherein said bonus area and said bonus icons are graphicalelements displayed on a display device while the video game is beingplayed, said bonus icons move towards said bonus area over time andenter said bonus area one at a time, and when an event concludes, aplayer in the video game receives a bonus corresponding to a bonus iconcurrently in said bonus area.
 10. The information gauge of claim 9,wherein: said event is a battle in the video game.
 11. The informationgauge of claim 9, wherein: when said event concludes, a player in thevideo game also receives a bonus corresponding to each bonus icon thathas not yet reached said bonus area.
 12. The information gauge of claim9, wherein: said bonus icons move at a rate related to the type of saidevent.
 13. An entertainment system, comprising: a game console; adisplay device connected to said game console; and a video gameapplication program; wherein when said game console executes said videogame application program, said game console causes said display deviceto display an information gauge; wherein said information gaugeincludes: an action bar having a start end and a goal end, and aplurality of character icons presented at respective points on theaction bar, each character icon representing a respective character inthe video game; wherein said character icons move along said action barover time in the direction from said start end to said goal end; andwherein when a character icon reaches said goal end, the charactercorresponding to that character icon has an opportunity to perform anaction in the video game.
 14. The entertainment system of claim 13,wherein: said game console includes a media reader; said video gameapplication program is stored on an article of removable media insertedinto said media reader; and said game console reads said video gameapplication program from said media.
 15. The entertainment system ofclaim 13, wherein: said game console includes a network adapter and datastorage; said game console downloads said video game application programusing said network adapter and stores said video game applicationprogram in said data storage; and said game console reads said videogame application program from said data storage.
 16. The entertainmentsystem of claim 13, further comprising: a plurality of detail indicatorscorresponding to respective character icons showing where thecorresponding character icon is on said action bar.
 17. Theentertainment system of claim 13, wherein: each character icon moves ata respective rate.
 18. The entertainment system of claim 13, wherein:said information gauge further includes: a bonus area, and a pluralityof bonus icons presented in a row ending at said bonus area, each bonusicon representing a type of bonus; said bonus icons move towards saidbonus area over time and enter said bonus area one at a time; and whenan event concludes, a player in the video game receives a bonuscorresponding to a bonus icon currently in said bonus area.
 19. Theentertainment system of claim 18, wherein: said bonus area and saidbonus icons are presented above and substantially adjacent to saidaction bar.
 20. The entertainment system of claim 18, wherein: saidbonus icons and said character icons move in opposite directions. 21.The entertainment system of claim 18, wherein: said event is a battle insaid video game.
 22. The entertainment system of claim 18, wherein: whensaid event concludes, a player in the video game also receives a bonuscorresponding to each bonus icon that has not yet reached said bonusarea.
 23. The entertainment system of claim 18, wherein: said bonusicons move at a rate related to the type of said event.
 24. A method ofdisplaying information on a display device while executing a video game,comprising: displaying an action bar having a start end and a goal end;displaying a plurality of character icons at said start end, eachcharacter icon representing a respective character in the video game;moving each character icon along said action bar towards said goal end;and performing an action for a character in the video game when thecharacter icon corresponding to that character reaches said goal end.25. The method of claim 24, wherein: each character icon moves at arespective rate.
 26. The method of claim 24, further comprising:receiving an action selection from a player of the video game indicatingan action to be performed for a selected character.
 27. The method ofclaim 26, further comprising: highlighting a character iconcorresponding to a character that is the target of said actionselection.
 28. The method of claim 24, further comprising: displaying abonus area; displaying a plurality of bonus icons in a row ending atsaid bonus area, each bonus icon representing a type of bonus; movingsaid bonus icons towards said bonus area so that said bonus icons entersaid bonus area one at a time; and providing a player in the video gameat least one bonus corresponding to at least one bonus icon currentlydisplayed when an event concludes.
 29. The method of claim 28, whereinproviding a player at least one bonus includes: providing said player inthe video game a bonus corresponding to each bonus icon that has not yetreached said bonus area when said event concludes.
 30. The method ofclaim 28, wherein providing a player at least one bonus includes:providing a player in the video game a bonus corresponding to the bonusicon currently displayed in said bonus area when an event concludes. 31.The method of claim 28, wherein: said bonus icons move at a rate relatedto the type of said event.
 32. The method of claim 28, wherein: saidbonus area and said bonus icons are displayed above and substantiallyadjacent to said action bar.
 33. The method of claim 28, wherein: saidbonus icons and said character icons move in opposite directions.
 34. Amethod of displaying information on a display device while executing avideo game, comprising: displaying a bonus area; displaying a pluralityof bonus icons in a row ending at said bonus area, each bonus iconrepresenting a type of bonus; moving said bonus icons towards said bonusarea so that said bonus icons enter said bonus area one at a time; andproviding a player in the video game a bonus corresponding to a bonusicon currently in said bonus area when an event concludes.
 35. Themethod of claim 34, further comprising: providing a player in the videogame a bonus corresponding to each bonus icon that has not yet reachedsaid bonus area when said event concludes.
 36. The method of claim 34,wherein: said bonus icons move at a rate related to the type of saidevent.
 37. A computer program, stored on a tangible storage medium, foruse in displaying information on a display device while executing avideo game, the program comprising executable instructions that cause acomputer to: cause the display of an action bar having a start end and agoal end; cause the display of a plurality of character icons at saidstart end, each character icon representing a respective character inthe video game; move each character icon along said action bar towardssaid goal end; and perform an action for a character in the video gamewhen the character icon corresponding to that character reaches saidgoal end.
 38. A system for displaying information on a display devicewhile executing a video game, comprising: means for displaying an actionbar having a start end and a goal end; means for displaying a pluralityof character icons at said start end, each character icon representing arespective character in the video game; means for moving each charactericon along said action bar towards said goal end; and means forperforming an action for a character in the video game when thecharacter icon corresponding to that character reaches said goal end.39. A computer program, stored on a tangible storage medium, for use indisplaying information on a display device while executing a video game,the program comprising executable instructions that cause a computer to:cause the display of a bonus area; cause the display of a plurality ofbonus icons in a row ending at said bonus area, each bonus iconrepresenting a type of bonus; move said bonus icons towards said bonusarea so that said bonus icons enter said bonus area one at a time; andprovide a player in the video game a bonus corresponding to a bonus iconcurrently in said bonus area when an event concludes.
 40. A system fordisplaying information on a display device while executing a video game,comprising: means for displaying a bonus area; means for displaying aplurality of bonus icons in a row ending at said bonus area, each bonusicon representing a type of bonus; means for moving said bonus iconstowards said bonus area so that said bonus icons enter said bonus areaone at a time; and means for providing a player in the video game abonus corresponding to a bonus icon currently in said bonus area when anevent concludes.